Super Metroid: Darkholme Hospital
released on May 01, 2012
A mod for Super Metroid
Three years after the explosion of Zebes, Samus came back on Earth to investigate on strange events disturbing the Darkholme Hospital, a military medical complex built 50 years ago.
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This review contains spoilers
This is an odd one. As a game it kind of blows. The setting and core concept are poorly explored and don't match Metroid or the puzzle design. A facility like this simply should not require different explosives and lasers to unlock doors on fairly benign levels. The enemy design is balls. Literally. The final stretch with constantly draining health, trying to get to health machines before you die is a pain in the arse rather than tense, especially as it isn't always clear what will progress you. Trial and error, and save states were necessary.
But the mechanical stuff is grand. Minor changes to things like your morph ball bombs (your ball now pulses rather than drops bombs) show an intent to be different, and I learned things about the shinespark I never knew before.
I just wish it was in a better game. One for the fans, if nothing else.
But the mechanical stuff is grand. Minor changes to things like your morph ball bombs (your ball now pulses rather than drops bombs) show an intent to be different, and I learned things about the shinespark I never knew before.
I just wish it was in a better game. One for the fans, if nothing else.